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Mathew Wadstein Tutorials
Mathew Wadstein Tutorials
Mathew Wadstein Tutorials
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This channel is dedicated to exploring Unreal Engine and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
Комментарии
@benox50
@benox50 10 часов назад
Interesting that they didnt choose to have a bolean pin exit, and use an arbitrary -1, instead of false (didnt find)
@andreww4751
@andreww4751 5 дней назад
For everyone who wants to do this in a simpler cleaner way try this: So you have a bunch of coins, items, etc in your level. Assign a unique ID (number etc) to each of them ( if they're too many you can do with automatically with an EditorUtilityWidget with a function that will add it). Then whenever you interact(collect) with each of these objects or whatever they are, get their ID number and Add it to an array in the SaveGame. Then whenever you load the level again, inside the level blueprint at begin play, if loading the level and not new game, just use the GetAllActorsByClass or Interface, and then check if their ID Contains in the SaveGame array , and if so -> DestroyActor. This will do the job. And easily so.
@junchaoma6634
@junchaoma6634 5 дней назад
Thank
@esotericgamedev
@esotericgamedev 7 дней назад
Sweet
@andreww4751
@andreww4751 7 дней назад
So you literally have an array of structs which have actual object instances in them in your SaveGame? In blueprints. How? I don't get it, everywhere I looked they say you can't have objects in your SaveGame in blueprints. If someone has an insight or answer into this let me know.
@AngelspeedForLife
@AngelspeedForLife 8 дней назад
I will try this tomorrow to make some random levels from a subset of tiles hopefully it works. These vids are lifesavers
@surajprakash3181
@surajprakash3181 9 дней назад
Even years later, Your videos help massively, Thankyou!
@jarocas
@jarocas 10 дней назад
You are a real Hero.
@CalmStationZ
@CalmStationZ 10 дней назад
I enjow the videos but find it difficult to find te videos I am looking for. Can you please add links to related videos of a type inside your video descriptions etc. It would help alot
@BunnyMoney
@BunnyMoney 11 дней назад
Best channel ever. By watching your videos, I’ve finished my game prototype two years ago. Thanks Mathew!
@badboy-sc7gt
@badboy-sc7gt 12 дней назад
when player fly, ai not follow z axis why?
@MA3DPOSSIBLE
@MA3DPOSSIBLE 14 дней назад
Can I use this node to smooth the rotation of an ai when it's nav between two points and it's changing direction?
@AdamRWilkins
@AdamRWilkins 16 дней назад
Is it possible to scroll using an input other than mousewheel? I want the player to be able to scroll with their controllers.
@Lootboy3000
@Lootboy3000 17 дней назад
you are the gote
@mindped
@mindped 18 дней назад
question... if i have an object rotated as x0, y0, z -16.834499 ° .... what would the object orientation node return for that? I only ask because my material works fine when i use this for a spinning fan, but if i use this node for a packed level actor mesh... it rotates the wrong way because it no longer retains the model as its own seperate mesh with rotations and transforms. So i am trying to replace values with custom primitive data as a vector... but i have no idea the math of how it converts the editors rotation vlaues as an object orientation node.
@bkm1104
@bkm1104 20 дней назад
Pysics material
@hemnnigar6594
@hemnnigar6594 23 дня назад
thanks
@FateOfFools-o6h
@FateOfFools-o6h 23 дня назад
thanks for simple method, getting class and using it, its cool
@majelislaguanakindonesia2106
@majelislaguanakindonesia2106 23 дня назад
amazing explanation
@nxtalex10
@nxtalex10 24 дня назад
just noticed last comment on this was 8 years ago, xD
@nxtalex10
@nxtalex10 24 дня назад
no tum tum tum, tomatoes :( ?
@THINKTANK7233
@THINKTANK7233 24 дня назад
brill tutorial thankyou Mathew! I'm planning to use a sphere to control location of the sphere mask however I'm trying to create a mask that blends one material to another using the BlendmaterialAttrivutes node in materials. I've noticed hardness doesn't work and I assume that's due to the way the blend works and it's either black or white only - what workaround would you suggest to be able to retain the full gradient within the alpha?
@THINKTANK7233
@THINKTANK7233 24 дня назад
sorry yup I changed the material attributes to Transparent and it worked a treat, thanks again!
@GoatOfTheWoods
@GoatOfTheWoods 25 дней назад
hey man, we miss you. There are SO many new nodes needing a clear description.
@YTDaveyyyy
@YTDaveyyyy 26 дней назад
this just ended a 2 hour struggle with some code, thankyou!
@alexruas6235
@alexruas6235 26 дней назад
What was the thing, that you could control how much a character is pushed away when it tries to step? im sure there's such a thing, but unreal sometimes likes to hide stuff really out of sight...
@rshad4ever
@rshad4ever 26 дней назад
this is gold
@tips6233
@tips6233 27 дней назад
Hey thanks from 5 year in the future check my new game I am making and this has just helped a ton. super simple and clearly explained, much appreciated!
@THExRISER
@THExRISER Месяц назад
Thank you.
@nxtalex10
@nxtalex10 Месяц назад
but what is the difference between the normal fullscreenmode? or normal screenresolutions
@shingAMarie
@shingAMarie Месяц назад
So much for simple examples to explain complex topics.............and no delta explanation either
@MustafaDagdelen
@MustafaDagdelen Месяц назад
alternative for ue5 lumen ? non bake scene
@IbrahimSyah-kw3mi
@IbrahimSyah-kw3mi Месяц назад
I love these videos because whenever I have an idea I can just check out these very quickly instead of prototyping them myself because I'm too lazy :)
@michaelcasseus2497
@michaelcasseus2497 Месяц назад
Hi Mathew WTF is attach actor to component node HTF do i use the bool value to call the attachment condition without actually using the execution of the attachment between the two as if i already called the ATC node in a macro and now just wanna know HTF to call thay event without attaching again
@rishikhanna1489
@rishikhanna1489 Месяц назад
Your videos are so cool they never age out!
@DEDUS.ARASAKA
@DEDUS.ARASAKA Месяц назад
As I see they changed it and now u can scale from 0 to 100 for any resolution. If someone struggled with synching the resolution scale with screen percentage like me try to set screen percentage value to 0 or remove it's rules from config file completely. then it will adjust to match the resolution scale value (DLSS turned off).
@Luard-dq7zj
@Luard-dq7zj Месяц назад
how did the resize thing happen?
@joeypouladi
@joeypouladi Месяц назад
Thank you, super helpful
@neosinan1
@neosinan1 Месяц назад
Wow thank you I was trying to figure this one out, Your video make it so clear. Thank you again.
@GoatOfTheWoods
@GoatOfTheWoods Месяц назад
I just used this today, thanks Mathew!
@thedarkparallax1887
@thedarkparallax1887 Месяц назад
How did you make this though!? Can you do a tutorial on that?
@schmoborama
@schmoborama Месяц назад
1:57 So what if I don't have a player character? What if I need to do this with chess pieces? There's no generic Actor node that I can Get
@anatolio8689
@anatolio8689 Месяц назад
Yea thanks. I was confused about asking if a Timer has been cleared and invalidated and looks like IsTimerActive is what I am looking for.
@benikeler
@benikeler Месяц назад
Quick tip because I was in this pickle🥒: In case anyone is checking to so if the trace hit anything with the 'Return Value' socket, be aware that it only returns true if the hit was BLOCKING not overlapped. This means it's not a great way to check to see if the hit was a success, I think a better check is more what Matt's doing here and check to see if the out hits array length is greater than 1.
@behrampatel4872
@behrampatel4872 Месяц назад
Mathew you still there man ? 6 years into the future and this is such an amazing uncover ! Can we use this to extend the V-cam app to include camera pass through ? Cheers, b
@wolfboos
@wolfboos Месяц назад
Big question if you can help me with this... Assume that I'm in some sort of skill tree upgrade, and I can drag skills into my skill bar. I'm having a problem where, if I drag something, then exit the skill tree (Destroy it) and before dropping it, i still have the dragged skill. (it's still following the mouse) How would I fix that? PS: When exiting the tree, I get back to the "Set Input GAME ONLY" mode. (From player controller) Is there perhaps a way to FORCE DROP the widget? It's a very obscure problem, but i'm stuck with it...
@etheriondesigns
@etheriondesigns 2 месяца назад
You didnt explain what happens if your array has 10 items, and you resize it to 5
@virtumind
@virtumind 2 месяца назад
Are you in Unreal dev forum ? or where to find you ?
@marcapouli7805
@marcapouli7805 2 месяца назад
I still don't understand the purpose of "key". Annnnnd since UE5 now it has 70% to not print on screen, which is very very lame when you try to print on screen
@ericfieldman
@ericfieldman 2 месяца назад
If anybody happens to be watching this now, you also need "trace complex" turned on in the line trace or sphere trace node for it to work. Wish I figured it out sooner
@user-rg7ux5hn5t
@user-rg7ux5hn5t 2 месяца назад
Thank ya